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    Sticky: Re: [Direct Download] - Ancient Empires 1.2.2 (updated May 3, 2020)

    It's because that faction aren't assigned as the 'original owner' of that region in the startpos.
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    Sticky: Re: [Technical] 1.15 Bug Reports

    fyi every city has walls in this mod.
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    Re: Give region

    Here you are:
    https://steamcommunity.com/sharedfiles/filedetails/?id=1082974790&searchtext=maga

    https://steamcommunity.com/sharedfiles/filedetails/?id=1442816233&searchtext=maga
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    Re: Is this mod dead?

    Earlier start date for Rome wouldn't work on the Attila campaign map. Starts out around the same size as Carthage, Ptolemies, Seleucids anyway.
    I don't get what is supposedly so confusing about the...
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    Creating Wonders

    Anyone know how to add 'wonders' to a region?
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    Battle AI Group Formations?

    Can anyone tell me how to force the AI to use group formations in battle (like double line, triplex acies etc.) so that enemy armies don't always deploy in one long thin line?
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    Re: Modding offices

    I can't figure out how to add "character_post" under 'Government > Character Posts > Character_Posts-0' etc.
    Changing the number in Character_Posts-0/1/2/3... just causes the game to crash when...
  8. Re: Mugen's Medieval 1212 - 4Tpy Campaign SubMod/Overhaul Beta 0.98g (Updated)

    Do scripted events like the crusade happen in the correct year with this mod?
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    Re: Medieval cities

    They've said they're going to add them in future updates. Something to look forward too :)
  10. Re: The exploitive mechanics of Rebellions

    Maybe a massive diplomatic penalty for 'expansionism' if you take a recently owned region, or for 'military actions against' the rebel faction would work.
  11. Re: Cuman-Kipchak, Rūm , Khwarezm and Trebizond

    I think Italians in Trebizond would be better represented through buildings or toadies or something. Or mercenary units and ship crews when they are added.
  12. Re: BRAN MAC BORN MEDIEVAL KINGDOMS 1212 CAMPAIGN AI Submod

    I think it would be a good idea to reduce the AI agent budget. This usually seems to make the AI more active as it will devote less to agents and agent actions and more to armies. Right now factions...
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    Re: How does War Weariness work?

    I'm not sure . I believe it's changed in this mod but I can't find any explanation of how.
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    Re: How does War Weariness work?

    I'm pretty sure that it increases if the war isn't going well for you and winning battles will decrease it.
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    Re: Is this mod dead?

    I think there were only two people left on the team last I heard. No script writers etc.

    With such a small team maintaining and advancing this massive mod probably stops being an enjoyable or...
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    Re: Modding offices

    I managed to do this once after many attempts but have since lost those files and can't remember how I achieved it. Pretty sure it involved editing the startpos.

    So I'd like to know how to do this...
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    Re: Vanishing Family member

    You mean you married your daughter to another faction member and they disappeared? I've had this happen before in Attila and they reappeared the next turn.
  18. Sticky: Re: Medieval Kingdoms Total War: Campaign Map Master Thread

    You get a civil war because the 'rebel' faction in certain provinces is the same as the 'civil war' faction that appears when a general rebels or army mutinies. I assume they'll add more rebel...
  19. Sticky: Re: Medieval Kingdoms Total War Suggestion Thread

    CA uses third party tools to create their campaign maps and therefore can't legally release the tools for modders.

    https://forums.totalwar.com/discussion/comment/1738637/#Comment_1738637
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    Re: more turns per year please?

    It should be pretty easy to do a 4tpy submod surely? Just incease building/recruitment/technology times by 4. Unless the scripted events are done by number of turns not the year.
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    Re: Is this mod dead?

    I've been wanting to try and do this, that would be great
  22. Sticky: Re: Medieval Kingdoms Total War Suggestion Thread

    The positions of cities and region borders on the campaign map cannot be modded.
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    Re: Is this mod dead?

    wtf. What does that mean specifically? Where did they announce this?
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Oh, wow...
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Yeah that;s how I remember it being. So it's not possible to assign custom maps to settlements on the campaign map?
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    Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    I haven't played Rome 2 or DEI in years and I'm just wondering if minor settlements have or can be given walls, sort of like in AE.
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    Re: PSA for no fog of war bug (FIX)

    I wonder why this doesn't work for me...
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    Re: PSA for no fog of war bug (FIX)

    Thanks for sharing, I've been using an older version because of that bug
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    Sticky: Re: [Direct Download] - Ancient Empires 1.1.1b (updated Jan 25)

    I just tried those links and yes it seems the files are all corrupted for part 2. Try subscribing on steam for part 2.
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    Re: Unit size change

    The column is "num_mounts" ot "num_animals"
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    Re: Unit size change

    If you've changed all the values in main_units_tables idk why it wouldn't show up in campaign.

    @@e_001_ancient_empires_main_units_sizes.pack isn't the name of the main AE pack file though, it...
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    Sticky: Re: [Technical] 1.15 Bug Reports

    Just opt out of all, you don't have to select one of those for it to work.
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    Sticky: Re: [Technical] 1.15 Bug Reports

    There hasn't been an Atilla update since 2016.
  34. Re: Eupatridoi Tes Kolchideos faction responsible for end turn CTD's when playing as Rome

    Brilliant, glad I could help :)

    The saveparser is an extremely useful tool.
  35. Re: Eupatridoi Tes Kolchideos faction responsible for end turn CTD's when playing as Rome

    Yeah colchis_civil_war is the correct faction. Under Parameter you click "Faction(s)" to find the correct number then type that number into the box to the right of "Faction(s)".


    Right underneath...
  36. Re: Eupatridoi Tes Kolchideos faction responsible for end turn CTD's when playing as Rome

    Sounds like one of those rebel faction glitches that caused them to remove all rebels before. I've found in the past that when this happens the saveparser can be used to fix it, or at least stop the...
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    Sticky: Re: [Technical] 1.15 Bug Reports

    All Socii units still disappear after researching the Socii Cohorts technology.
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    Sticky: Re: [Technical] 1.15 Bug Reports

    Does anyone know the cause for the 'no fog of war' bug?
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    Re: Something fishy about trade

    You do have to build the correct building.
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    Sticky: Re: [Technical] 1.15 Bug Reports

    This sometimes happens if you get a victory achievement notification and close it without the other event messages opening. Try opening one of the event messages and letting them all pop up until...
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